Layers, one to one
A 100×100 interface stays 100×100. Layer order, bounds, and file names map onto the new look. You do not rebuild the HUD by hand.
Game UI Reskinning AI, Generate in Batches.
Keep every layer. Replace the look. A 1920×1080 board stays 1920×1080 — hierarchy and file info intact.
Call mainstream image models. Keep the original scene’s game information.
Reskin changes presentation. Structure does not move.
A 100×100 interface stays 100×100. Layer order, bounds, and file names map onto the new look. You do not rebuild the HUD by hand.
Generation calls current image models on the existing scene. Core game information — layout, props, readable structure — stays in place.
Source layers stay split. Engine projects download before and after. Process swaps this board in place.
Keeping layer bounds…
Note: Exporting to game engines is already built into Studio.
Prompt: A dark Halloween night scene with a haunted mansion on a hill, glowing jack-o-lanterns, full moon behind twisted trees, fog rolling in, gothic atmosphere, cinematic lighting
Prepared preview. No live model is called.